Darth Stalin 21:28 11-25-2008
Well, this means I'll have to wait until MiniModPack 1.2 is ready, to DL it and modify by myself to play again as Romani... maybe this time I'll manage to finish my EB Romani campaign for the first time (this will be my third attempt to do it - previous attempts have been interrupted 'cause of new EB releases => started on 1.0 and had to start again under 1.1 with MMP => stopped and waiting for MMP 1.2...
See main post...
Wait, so the 1.2 pack does not have the aquilifers?
Originally Posted by desert:
Wait, so the 1.2 pack does not have the aquilifers?
huh? of course it will...
RTW.exe version won't though... the exe can't handle it
Mine shows an error when starting RTW. Apparently it only works with alex.exe.
Originally Posted by Basileos ton Ellenon:
Mine shows an error when starting RTW. Apparently it only works with alex.exe.
yes... hehe
I'm uploading right now the rtw.exe version
Okay then.
Damn, LOL

.
DisposableHero 02:53 11-29-2008
Trying to use Force Diplomacy causes a CTD.
Noooo!!!!!! :P I was intending to use it, but damn
Originally Posted by DisposableHero:
Trying to use Force Diplomacy causes a CTD.
hum... I had heard that happened... I think it solves alone... er... let me search for the post mentioning the problem
PS: RTW version is ready
well, could you try that?
what about the SGC? is it trully compatible?
Hey do it for us

.
DisposableHero 03:07 11-29-2008
Will give it a try now.
This is a fresh install, so I have no saved games to test compatibility on.
However, I can confirm that Spoils of Victory appears to be working, as is the naval strat map add-on.
Allied Legions sort of half-works, in that it says Legio, but doesn't give a number or name of province.
EDIT: Think I've found the problem with Force Diplomacy. Just testing now.
EDIT2: Okay, that caused a lot of nasty things to happen. Guess I shouldn't try to edit those .txt files in notepad...
Anyway, I noticed several discrepencies between data/export_descr_advice.txt and data/scripts/show_me/Force_Diplomacy.txt included in the mod, and what that link said they should be. Also data/text/export_advice.txt was entirely missing these lines:
{Help_UI_Panel_Diplomacy_Early_Advice_Text_01_Title} Force Diplomacy
{Help_UI_Panel_Diplomacy_Early_Advice_Text_01_Text1}
You can force this faction to accept your offer by clicking on the "show me how" button.
Originally Posted by :
Hey do it for us .
Can't too damn busy... I shouldn't be doing this actually... hehe I guess I felt bad for you guys
Originally Posted by DisposableHero:
Will give it a try now.
This is a fresh install, so I have no saved games to test compatibility on.
However, I can confirm that Spoils of Victory appears to be working, as is the naval strat map add-on.
Allied Legions sort of half-works, in that it says Legio, but doesn't give a number or name of province.
EDIT: Think I've found the problem with Force Diplomacy. Just testing now.
In case of a fresh instalation...remember to add the sprites official fix for EB 1.2
About the legio thing... I think that's due to the map.rwm, but in theory it should work... emm do you know how to regenerate it?
1-open EB
2-erase map.rwm in EB/Data/world/maps/base/map.rwm
3-Start a new campaign
4-go to EB/Data/world/maps/base/map.rwm and copy map.rwm
5-paste map.rwm in EB/sp game edu backup/
Does the pack include all the official fixes or do I need to include the sprites and nomad one?
Originally Posted by Basileos ton Ellenon:
Does the pack include all the official fixes or do I need to include the sprites and nomad one?
only the sprites one if you're talkin about a fresh EB instalation... the other one is included already
DisposableHero 03:36 11-29-2008
That map.rwm regenerate thing worked a charm on getting the Legion names and numbers. Thanks.
And in case you missed the second edit of my earlier post...
Originally Posted by DisposableHero:
Will give it a try now.
EDIT2: Okay, that caused a lot of nasty things to happen. Guess I shouldn't try to edit those .txt files in notepad...
Anyway, I noticed several discrepencies between data/export_descr_advice.txt and data/scripts/show_me/Force_Diplomacy.txt included in the pack, and what that link said they should be. Also data/text/export_advice.txt was entirely missing these lines:
{Help_UI_Panel_Diplomacy_Early_Advice_Text_01_Title} Force Diplomacy
{Help_UI_Panel_Diplomacy_Early_Advice_Text_01_Text1}
You can force this faction to accept your offer by clicking on the "show me how" button.
And yup, I have the sprites fix.
to be honest I though that it was going to work since it didn't messed up with another file in EB 1.2, guess I was wrong...
is it working for you now?
DisposableHero 03:47 11-29-2008
No - when I try to make the changes in those .txt files, the game stops working and fails to load properly. I suspect that's because I'm just making the edits in notepad, but I'm no expert.
Google for Notepad++, install it and edit the files using it. See if it works.
Doubt it... it should make no diference... as far as I know... I haven't ever modded scripts with notepad though...
DisposableHero 04:11 11-29-2008
Hmm...I can make all the changes but one: in data/export_descr_advice.txt a line under 2085B_UI_Panel_Diplomacy_Help_Trigger should read AdviceThread Help_UI_Panel_Diplomacy_Early_Advice_Thread 0. But export_descr_advice.txt says at the top not to modify that file directly, but rather use the 'Spreadsheet Advice.xls' and re-export it.
I don't seem to have this file, however. (I do have something called 'advice' in the preferences folder, but I don't have a program to support whatever format it is in).
Right, ignore that lot.
All you need to do to get FD to work:
Open EB/data/text/export_advice.txt.
Add the following lines to the bottom of that file:
{Help_UI_Panel_Diplomacy_Early_Advice_Text_01_Title} Force Diplomacy
{Help_UI_Panel_Diplomacy_Early_Advice_Text_01_Text1}
You can force this faction to accept your offer by clicking on the "show me how" button.
Save.
Fire up a new game (I have absaloutely no idea if this is save game compatible or not...)
Bleh. Somehow, I have the feeling that if I knew what I was doing, I could have sorted that an hour ago...
Just tested: FD works all right with the recommendations Lz3 provided on the link, had no problems with map.rwm or anything else. All edits done with Notepad++.
Ahhh, I just need city mod and phalanx mod for it to be perfect!
Note DO NOT use anythin but notepad (windows default) to mod anything in the text folder... it will mess up many german and celtic names
Originally Posted by DisposableHero:
All you need to do to get FD to work:
Open EB/data/text/export_advice.txt.
Add the following lines to the bottom of that file:
{Help_UI_Panel_Diplomacy_Early_Advice_Text_01_Title} Force Diplomacy
{Help_UI_Panel_Diplomacy_Early_Advice_Text_01_Text1}
You can force this faction to accept your offer by clicking on the "show me how" button.
Save.
Fire up a new game (I have absaloutely no idea if this is save game compatible or not...)
so that's the only thing to do? humm... I'll put it in the main post
it is SGC by the way
Originally Posted by ||Lz3||:
Note DO NOT use anythin but notepad (windows default) to mod anything in the text folder... it will mess up many german and celtic names
Just went through the Sweboz and Arverni campaigns, detected nothing weird or outside the normal with the names.
Notepad++ is officially recommended by some modders precisely because it is more unicode friendly than plain old notepad, and indeed it is far better on every aspect.
So don't be affraid of using it instead.
Originally Posted by Basileos ton Ellenon:
Just went through the Sweboz and Arverni campaigns, detected nothing weird or outside the normal with the names.
Notepad++ is officially recommended by some modders precisely because it is more unicode friendly than plain old notepad, and indeed it is far better on every aspect.
So don't be affraid of using it instead.
I learnt/ed it the hard way... I used to though Notepad++ was alright to mod the files in the text folder. However, it seems that when you open the file it automatically changes the coding. That makes some characters appear as "?"... especially in the sweboz vicory conditions trait
PS: I use textpad, Notepad++, Notepad and winmerge
Originally Posted by
||Lz3||:
I learnt/ed it the hard way... I used to though Notepad++ was alright to mod the files in the text folder. However, it seems that when you open the file it automatically changes the coding. That makes some characters appear as "?"... especially in the sweboz vicory conditions trait
PS: I use textpad, Notepad++, Notepad and winmerge 
So in fact you mean
USE anything
BUT windows notepad to mod anything in the text folder. Yeah it does screw up things big time

.
Anyway I'm grateful. Just reinstalled everything and added ALEX-EB now that things are ready, and it's working all perfectly fine! Shouldn't be a beta anymore, except for that unhappy FD detail.
Single Sign On provided by
vBSSO